![]() ![]() He also has flowing, writhing tendrils that stick outward from his head, appearing to defy gravity. Whenever he gets close to a Reagent, the skin on his head vanishes to reveal a skull with glowing red eyes. The Skinner Man appears as a tall, greyscale humanoid wearing a black suit, loosely imitating the appearance of Doctor Easterman. He does not physically attack the Reagents, as he will just stand in place once he has caught up to his target. The only definite nature of the man is to follow the Reagents and cause harm to them via sheer proximity. The Reagents can either run away from Skinner Man until their psychosis ends, or until they take an antidote.Įnigmatic and silent, the true personality of the Skinner Man is difficult to pin down. ![]() Additionally, Skinner Man can quickly vault over obstacles and walk through doors. Skinner Man always knows the Reagent's location and cannot be fooled by hiding spots. This will continue until the Reagent either outruns Skinner Man or is downed by him. Whenever he gets close to his victim, the Reagent will scream out in pain and rapidly lose health. He will rise from the floor and begin the chase. Skinner Man will appear in each Trial whenever a Reagent gets Psychosis by any means. He disappears through the floor after the Reagent takes a nearby Antidote. The Skinner Man first appears in the Mansion shortly after the Pusher gasses a Reagent, providing a tutorial for the effects of Psychosis. This is mostly seen in the form of the Skinner Man grabbing his head with his hands and violently twitching his torso around, which is most likely a reference to the mentally anguishing state the Reagents are in when undergoing Psychosis.Įven though the Skinner Man is a thought-form, he appears exactly the same way to multiple Reagents. The Skinner Man is able to wildly and erratically contort his body at an alarmingly high speed. Despite being a ghost-like thought form, he is still impeded by walls and most solid obstacles, but phases through doors with no effort. ![]() Unlike most of the other antagonists in the series, the Skinner Man is not an entity that exists, as he is no more than a projection from the Reagents' minds during Psychosis.īecause standard solid objects do not affect the Skinner Man, he shares properties similar to a ghost like the Walrider and Loutermilch. The Skinner Man does not communicate or speak. Much like other antagonists in the Outlast series, the Skinner Man relentlessly pursues the Reagents without hope of rest. Once a Reagent cures themselves with an Antidote, the Skinner Man will stop chasing and sink through the floor. Rather than attacking through physical force, the Skinner Man will slowly drain a Reagent's life from their body with an "area of effect" aura if a Reagent is within close proximity to him. Unlike the Ex-Pops, the Skinner Man is always aware of where his target is located, making it impossible to hide from him. ![]() While a Reagent is under the effects of Psychosis, the Skinner Man will emerge from the floor nearby and immediately begin pursuing them. The Skinner Man can appear randomly while a Reagent's sanity is low, but will only periodically startle the Reagent to warn them that they will need an Antidote. This can be caused if a Reagent gets caught by the Pusher if they trigger booby-traps like Mines, rigged doors or containers or if they fail at lockpicking minigames. The Skinner Man's presence in the Trials are only triggered if a Reagent gets Psychosis. ![]()
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